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Messages - rust

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Early Dev / Re: CryptoRl
« on: August 15, 2015, 05:07:41 PM »
It runs fine for me but, as you said, it's only the basics right now. I found one issue though - if you've seen a tile previously but don't see it anymore you can still see when the spiders move on it.

Of all the points on your checklist, I think that procedural generation is the most important of them. When it comes to enemy behavior, you can repurpose player abilities to be used by monsters, so that you have monsters that dash or turn invisible once in a while. You can also use the usual tricks like monsters that are fast/slow, spawn in packs, flee on low health and so on.

Player's Plaza / Re: has anyone made a roguelike with this features?
« on: April 06, 2015, 06:49:53 PM »
The Ground Gives Way has most of the features you mentioned.

7DRLs / Re: Combat Chess (7DRL 2015 success)
« on: March 16, 2015, 07:57:17 AM »
That's what lack of playtesting does to a game. The bug was when the last player (in a list, not the last alive) died right after making a move, then the game checked against a non-existing character, which led to a crash. It's fixed now, but do let me know if there are any other bugs you encounter.

I also fixed hammer's damage which didn't match the description provided in game.

7DRLs / Re: Combat Chess (7DRL 2015 success)
« on: March 14, 2015, 12:10:06 PM »
And it's done! I tried hard to finish on time, but that resulted in cutting a feature or two, and in the fact that the game lacks player progression. Other than that it's quite fun to play and, most importantly, it was fun to make.

Here's the download link:

7DRLs / Re: Combat Chess (7DRL 2015)
« on: March 12, 2015, 07:05:19 PM »
It probably is difficult to balance, but I'm not even sure I'll have a complete game by the end of the challenge, because my past 3 days weren't productive at all. I'll try my best though, there's still 1 and a half day left.
So now I have enemies that sit in one place and take damage, and 12 weapons, each with its unique property. Like an axe which deals damage to all surrounding enemies, burning spell which only damages the enemy at the end of a turn, or a spear which deals damage based on how many squares the piece travelled before attacking.

7DRLs / Re: Combat Chess (7DRL 2015)
« on: March 09, 2015, 11:13:33 AM »
I just gave it a shot and it's an interesting mechanic, though it's different from what I want to achieve. My idea stems from my very first concept for this year's 7DRL, which was a card game. It then got simplified and altered until it became a concept I'm working on right now. Basically you get a "deck" of "cards" with chess moves, play them until you run out of them and then get another "deck".

I just implemented this mechanic along with multiple characters.

7DRLs / Re: Combat Chess (7DRL 2015)
« on: March 08, 2015, 04:49:33 PM »
I spent half of yesterday fiddling with stuff, so now by day 1.5 I have done movement system and basics of characters and level generation. The levels are gonna be mirrored, like on the screenshot below.

7DRLs / Combat Chess (7DRL 2015 success)
« on: March 07, 2015, 07:02:56 AM »
Or rather "Much combat, little chess", but that name would be a bit too long for my taste.

But let's get to the point. This is going to be an arena fighting game in which you use chess moves to move your party and attack enemies. I plan to have 4 available player classes, each with 3 weapons switchable in between fights. It's going to be entirely deterministic too, just like chess are and roguelikes aren't. I'm also going to try to put more work into polishing the game, because that's what my last 7DRL lacked.
It'll be made using C# and XNA just like last time, but maybe I'll try porting it to SDL using FNA.

Good luck to all other participants!

It's a success! You can download the game here:

So you basically took the algorithms from RogueBasin and started charging 75 bucks for them?

I played around with the demo of this thing, and at least 3 algorithms are prone to having disconnected areas. Way to go.

Design / Re: View Styles
« on: February 04, 2015, 01:27:45 PM »
The first question is why would you be restricting yourself to a 80x24 window in 2015. I mean, it's fine to choose such size, but only given that you're good with all the consequences it brings. Look at The Ground Gives Way for example, it uses a 92x38 window and its interface manages to look good and work well, but I'm fairly sure the developer didn't think "Hmm, 92x38 window is precisely what I need" before making the game, but instead added various UI elements, stretching the window so that they may fit.
And as for map view, it's more of a gameplay design than UI design question.

Challenges / Re: 7DRL Challenge for 2015?
« on: February 03, 2015, 06:44:27 PM »
Is that the final version of the page?

I haven't seen any other.

Challenges / Re: 7DRL Challenge for 2015?
« on: January 31, 2015, 07:16:57 AM »
Were reviews for last years entries ever posted anywhere?

Programming / Re: C# Roguelike development via Monogame
« on: December 30, 2014, 02:16:30 PM »
I'm fiddling with XNA, which is pretty much identical to MonoGame. The difference being that I'm not using any additional libraries.
One thing that doesn't work too well with roguelikes is that XNA/MonoGame treats the keyboard as a large gamepad, so there's no built-in support for different keyboard layouts. Of course that's not a problem if you want to make your game mouse-driven.

Early Dev / Re: Dungeon of Slyn for Android
« on: December 24, 2014, 07:50:13 AM »
I remember playing Dungeon of Slyn back when it didn't have custom-made graphics, and it's come a long way since then. Good luck and may your game be as successful on Android as it's on WP.

Features I love in roguelikes:
* being roguelikes

Features I hate in "roguelikes":
* not being roguelikes

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